User friendly convenience game

ABSTRACT

Apparatus is disclosed for a mathematical game between a coder and a hacker. A method is disclosed for playing a mathematical game between a coder and a hacker. Apparatus is disclosed for a mathematical game for at least two players. A method is disclosed for playing a mathematical game by at least two players. Apparatus is disclosed for a mathematical game played by at least two players. A method is disclosed for playing a mathematical game.

REFERENCE TO PENDING PRIOR APPLICATION

[0001] This application claims benefit of pending prior U.S. Provisional Patent Application Serial No. 60/354,472, filed Feb. 5, 2002 by Chiu Liang Gan for USER FRIENDLY CONVENIENCE GAME. The above-identified patent application is hereby incorporated herein by reference.

BACKGROUND

[0002] Below is a summary of the features found in existing games in the market that need to be addressed or improved.

[0003] 1. DISORGANIZED: Board games typically have 3 dimensional tokens that are physically cumbersome and characterized by disorganized and also bulky storage at the end of the game. Thus setting up a game takes time before play can commence. The bulky tokens means packaging or storage box needs spaciousness, which leads to higher cost including voluminous storage and shipment.

[0004] 2. TRACKING: Due to the disorganized array of tokens, the progress of each player in a game is somewhat difficult to track. Often unnecessary time is wasted in counting and re-counting. Additionally, if a game is disrupted for whatever reasons, the players can be frustrated as they find difficult to restore the last game layout or moves before the disruption.

[0005] 3. PORTABILITY: In the market, the word ‘portable’ associated with game sets, such as chess set or its likes, means compromising the board's area-size or its footprint resulting with strenuous visibility. This accepted ‘portability=micro-shrink-it’ rule needs to be re-looked.

[0006] 4. COST /MASS: A printed board-based game is relatively costly hence it is usually co-shared by many users. Example, in a class of 30 students, probably 2 board games suffice as a shared facility. In a home, 1 of each game is sufficient. Creating a software version adds another dimension to the board game thus facilitating a means for low-cost mass distribution with the possibility of en-bloc players playing simultaneously. The questions: Is there another dimension to a game that facilitates mass distribution or en-bloc mass playing without the associated requirements of a computer? What is a teacher's needs if he/she teaches a class using educational board games? Answering these two questions will mean re-writing many rules associated with board game creation or the methods of playing it.

[0007] 5. LEARNING CURVE—COMPLEX: One problem associated with popular strategic or thinking games such as riddle game or chess game is its long learning curve. Additionally, kids and even adults tend to be discouraged by the need to familiarize with the characters, such as in a chess set, and the distinct abilities of each character and also the complex thinking required as the game progresses. These games lack the bridging game-mental level suitable for beginners. Thus the problems are two-folds: (a) the traditional characters used need variations (b) more dynamic, flexible game levels catering for different mental readiness.

[0008] 6. SINGLE-ACTIVE: Certain type of games are ‘singles’ players, where 1 player is active while the other is passive such as in a riddle or decoding game. This form of playing tends to lack a certain sense of time pressure or competitiveness for the inactive player or both of them.

THE INVENTION DESCRIPTION

[0009] In order to explain this invention, the features of the following games are described.

[0010] 1.1. INSTANT START-UP: One important feature in these newly invented games is that they featured instant start-up. The playing field as well as all the tokens required during the game are all in their ready-to-play position thus time that would otherwise be used in preparing for the game is saved. This is made possible by the use of flat coin or prints.

[0011] 1.2. PLUCK-&-PLAY c/w ‘Motherboard’: Another feature of the game involves the unique ‘pluck-and-play’ components-organizer, which allows easy removal and insertion of the tokens. Pluck-and-play tokens make the handling, tracking and organizing of game components during the process of the game more convenient and efficient. It is also less time consuming to pack up after the game ended. Pluck-and-play tokens can be of thick hardboard materials affixed onto a similar board or it could be a thin sticker print pasted on a sticker-removable medium.

[0012] 2.1. AT-A-GLANCE PROGRESSIVE TRACKING: This invention also features track-and-organize board capability by the appropriate token name-printing at spaces, on the ‘mother-board’, adjacent to the tokens. House keeping as the game progresses and at the end of the game is relatively easy.

[0013] 2.2. FUSED PLAYING BOARD-TOKENS: Another feature is the hybrid use of token-holding space being cut onto the playing field board. It is thus possible to freeze the layout of the last move as if they are magnetic pieces. In this case, if a game is stopped midway to allow for a change of location, the game can still be continued after the change in location. This effect would be similar to that of the stick-on magnetic board but without problems associated magnetic materials such as higher cost. Chess game and the likes can be designed with this feature.

[0014] 3.1. PORTABILITY: Recognizing that A4 metric size for paper or document is common, this invention thus featured ‘regular-sizing’ coupled with the novelty of flatness as mobile portability rather than ‘micro-shrank’ board. The flatted feature allows compact storage and shipment yet having a normal size playing board. Additionally, the use of entirely coin-like tokens makes the game ideal for outdoor playing that is unaffected by wind. The flatness concept thus includes all manners of tokens including the novel flat dice, which help train additions.

[0015] 3.2. CONVENIENCE—HARDCOVER BOOK!: Since the playing field board and the tokens panels are flat (including the dice!), it is now possible to package the board game (in this case, Bornwinner! board game) as a hardcover book where the tokens panels are retrievable from its inside ‘pages’ while both covers becomes the playing field.

[0016] Additionally, gigantic versions (e.g. A2 size of Hack it!) of the different games can be light and cheap (using chipboard) which make it suitable as a classroom tool.

[0017] 4 MASS DISTRIBUTION/LOW COST:

[0018] 4..1. PAPER BASED GAME: Printed thin paper material can be used to play the various games. In a class, the use of writing instrument on the paper made riddle game allows the teacher to trace the mistakes made by students, in effect a marking script. Write erasable laminated paper allows inexpensive mass distribution of the games to all students. Many presently printed materials, such as name cards, postcard, or clip/write board can be advantageously doubled up as a board game.

[0019] In the case of Hack it!, other means of selecting a numeral include using tear-able die-cut tabs, hole punching onto printed graphics, etc.

[0020] 4.2. ALTERNATIVE MATERIALS: Besides thick board materials, paper-thin materials can also be used though some variations are needed. Example, sticker tokens pasted on a playing board made of sticker-removable album material. Other thick board materials can be light or heavy depending on requirements. Foam or cork materials can also be used which may corresponds with pin-equipped tokens.

[0021] A hybrid of materials can also be useful in certain situations; e.g., thick tokens combined either with magnetic material or sticky substance.

[0022] 4.3. DISTINCTIVE MULTIPLE IMAGES: One method to solve the problem of abundance of playing components, as with the ‘Hack it!’ illustration, is the use of multi-characters printed onto a rotating dial/token. The efficient use of this depends on the (a) graphic design—e.g. numerals can be different colors to increase the visible-contrast between adjacent characters (b) the size of the tokens (c) the medium use—whether paper, board, or software version.

[0023] 4.4. ADVERTISING/PERSONALISING: By allowing space for advertising, the cost of these educational board games can be mass distributed for relatively low cost. Any existing prints can double up as a game, example, if a greeting card has a game print on its reverse, it helps reduce wastage, as the functional re-use is high. Personal name printing would endear kids to their pad of printed paper game.

[0024] 5. LEARNING CURVE—SIMPLIFIED, CLUE, STEPPED-BRIDGE: This is an important feature of this invention and its application differs depending on the games or educational tools.

[0025] 5.1. SIMPLIFIED CHARACTERS: For example, ‘characterized fighters’ (e.g. in a chess game, the ‘Queen’ character) are replaced by recognizable characters such as numerals, alphabets, etc; these help instant recognition of the attributes (that is, short learning curve) and provides teaching opportunities.

[0026] 5.2. REVEALING THOUGHTS CLUE: Where appropriate, feature such as “classification clues” (as in the Hack it riddle game, the sum of the coded digits is the ‘revealing’ clue) are included to reduce the possibilities and difficulties for the player; and from a teacher point of view, to see if a child understand the sum-concept in point. The clue can vary depending on the nature of the game.

[0027] 5.3. STEP-BRIDGE: The games are designed to allow for extension of families and/or series. Example, the Hack it! difficulty level can be raised by having four guessing columns or can be reduced to two columns for lower level kids. As a family of Hack it!, alphabetical words version or graphic for learning animal in a farms are in the pipeline. Kids used to Hack it! numerals would readily adapt to the alphabetical word version or even a graphic version for learning the different animals in a farm. The possibilities are endless.

[0028] 6. DOUBLING PLAYERS: By cost effective designing, a twin-identical sets of game allows both players to be active simultaneously, thus adding a sense of time count-down when both players moves are compared.

[0029] 7. GAMES: In the games to follow, other than the above-mentioned novel features, each game comprise different novelties that are unique in its own class of which descriptions are attached. The three games described here are (1) BlicBlacBlock (2) Hack it! (3) Bornwinner!.

[0030] 8. EDUCATION TOOLS & OTHERS: The methods discussed are also suitable for producing, learning boards for teaching languages or mathematics and mix & match games. A-piece-apart jig-saw puzzles using the token-and-holder concept can add new possibilities.

[0031] 9. SOFTWARE: The equivalent software versions of the inventions/games are meant to be included.

[0032] 10. OTHER APPLICATIONS: The features mentioned are also useable in other consumer or industrial applications other than for games. Example, coin purse or coins collection can featured using slot-coin-holder/organizer. The ‘pluck-and-reinsert’ token-holder method can also be used for signage.

[0033] (A) Hack it! A riddle game

[0034] Background:

[0035] Mind-teaser games typically comprise a board and an abundance of accompanying components; example Mastermind. While it is interesting for those who are game for it, unfortunately many younger kids were excluded as the mental capacity to solve such riddle is beyond them. They are not ready. In a 2-player riddle or puzzle games, the coding player tends to be passively waiting for the decoding player to progress; the element of competition and pressure of time is missing.

[0036] The novelties of this invention include.

[0037] First, by re-engineering the display method, such as employing multiple images per slot, it resulted with a reduced production cost and a light, portable and handy game set.

[0038] Second, additionally, using write-able material, this game can be used widely whilst been advantageously incorporated with an advertising print. The advertising could be on the main board or/and the flap cover for the secret code.

[0039] Third, a novel feature in the form of a starting clue, or learning concept clue, is included. This clue helps a player to zoom into a narrower range of possibilities as the game progress while also revealing the knowledge or capability of the player's ability to relate to the starting clue. This feature also distinguishes the present invention from the color coded game Mastermind.

[0040] Forth, a simple method of hiding the secret code depending on the type of material used. If it's a thick board, a folding card suffice. If it's a paper as a board, then the manner of folding the paper, and with shaded portion for ‘reinforced’ concealing should suffice.

[0041] Fifth, a dual identical game sets, position adjacent to each other. The game sets can be facing in the opposite directions or rotated to face the same direction. Either way, you would have two players trying to decode simultaneously. So both players are engaged against each other, directly or indirectly, and the sense of time become apparent if one player solves faster than the other. The dual primary board panels could have additional jig-saw shaped pieces attached to its side in order to better secure to the bigger board.

DESCRIPTION

[0042] This invention is a display method for a riddle game and is intended to allow children to have fun while learning specific skills.

[0043] It shall be illustrated here as a mathematical board game in order that the principle of the invention may be readily understood. I have disclosed a single embodiment thereof in the accompanying drawing, wherein

[0044] FIG. A1 shows the secret code zone comprising 3 secret codes and a cover flap. The way to indicate the intended secret numerals can be done in different ways, such as a rotating disc or writing within the spaces provided. In this illustration, the dials used are tokens that were die-cut from the original board. These dials will be turned to the desired digits by one of the players at the beginning of the game and would be hidden during the course of the game by the fold card as shown in the diagram.

[0045] FIG. A2 shows a starting clues. In this case, it comprise 2 clue dials in the first row. They are rotated, by the coding player, to give the sum of the 3 digits on the 3 secret dials.

[0046] FIG. A3 is the view of the hacker's dials. There would be a total of 15 dials arranged in rows of 3. These dials are rotated to show the hacker's guess on what the hidden code is.

[0047] FIG. A4 is the view of the dials used as progressive clues. These dials provide clues on whether the guess provided by the player is precise and accurate.

[0048] All tokens shown from FIGS. A1 to 4 possess the characteristic of being able to be plucked and play/rotated as shown in FIG. A5, serving to bring much convenience to users.

[0049] This is a two-player game. One of the players would be the hacker and the other would be the coder. The objective of the game is for the hacker to successfully guess the code set by the coder.

[0050] At the beginning of the game, the coder will turn the 3 dials to the desired image, in this case, the digits. These 3 digits form the code, which would be hidden from the view of the hacker with the use of a fold card cover. The 2 clue dials will show the sum of the 3 digits, providing the hacker a clue to what the code is.

[0051] It would then be the hacker's turn to participate in the game. He/She would then rotate the first row of hacker's dials to his/her guess. The coder will then turn the dials adjacent to the hacker's guess to provide clues on whether the guess is correct.

[0052] With 2 clues now, the player will continue his guess on what the code is and his guess would be shown by the second row of hacker's dials. The coder will again turn the dials adjacent to the hacker's guess to provide clues on whether the second guess is correct. This procedure repeats till the hacker successfully guessed the code.

[0053] Having thus described one illustrative embodiment of the invention, it is to be understood that although specific terms are employed, they used in a generic and descriptive sense and not for purpose of limitation, the scope of the invention being set forth in the following claims.

[0054] Aspects:

[0055] 1. A game board comprising of a playing field and a plurality of components. Such components, in their broadest context include the secret dials, the clue dials, the hacker's dials and the hacker's clue dial fitted on it, providing instant start-up.

[0056] This function is characterized by the convenience it brings to users, saving much of their precious time that would otherwise be spent on preparation.

[0057] 2. A board game that consists of secret dials with multi-faced prints and an arrow at the top of each dial. These secret dials are hidden from the view of other players using a cover lap or a fold depending on the made of the board.

[0058] 3. Game components include tokens as used in a pluck-and-play manner. This function is again user friendly. The tokens are adapted to be removed and inserted into the slots easily. The pluck-and-play organizer permits the user to play and keep the tokens in a neat and more organized manner. It is thus less time consuming during pack-up.

[0059] 4. Due to the features as mentioned in claim 1 and 2, the whole playing set existing as one board itself and rotating dials used bring about its portability.

[0060] 5. The variety the game set can exist in: (a) hardboard with printed pluck-and-play tokens (b) paper where answers are written and disposed of after used or write-erasable board where answers written are erasable as in FIG. A8; (c) a dual-board, that can be folded into two halves for storage, permits two opposing players to play against each other at the same time or permitting one player to have more hacker's dials as in FIG. A7.

[0061] 6. The variety the dials or token can exist in (a) using pluck-and-play manual dials or (b) dials that can be rotated about a pivot (c) a rotating hand or hands pointing to a character (d) die-cut tabs for user to fold (e) printed characters to be marked by writing instrument (as in FIG. A8; note FIG. A1 demonstrate the dual possibility of write-erasable and/or pluck-and-play method) or be punctured by an object.

[0062] 7. A board game as claimed in claim 1 wherein the identifying symbol may be an alphabet character, numerical symbol, graphics, color or a combination of any of such characters as in FIG. A6.

[0063] 8. The tiles may be made of wood, cardboard, paper or any other suitable material

[0064] 9. In alternative arrangements, leaving the first clue dials empty to make the game more challenging, is also possible.

[0065] The foregoing is considered as illustrative only of the principles of the invention. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction and operation shown and described accordingly. All suitable modifications and equivalents may be resorted to falling within the scope of the invention.

[0066] (B) Blic Blac Block Board Game

[0067] Background:

[0068] A chess set typically has 3-dimensional tokens that are physically cumbersome and characterised by disorganised storage at the end of the game. Setting up takes time.

[0069] Portable chess set or its likes means the compromising of board size or it's footprint resulting with strenuous or narrowed visibility.

[0070] Additionally, learning chess game has a long learning curve as one has to familiarize with the characters and each one's unique abilities.

[0071] This invention's novelties:

[0072] This ‘pluck-and-play’ board-plus-components invention simplifies the way the components and its board are ‘fused’ to facilitate portability, components organizing and display, and the convenience of a totally flat board plus its components. Other useful components added include score record and flat draw dice or numerals.

[0073] Additionally, by changing the strategic game from using characters to that of numerals, players will find orientating to the game is quick with little hassle.

[0074] A third useful point of a game using numerals is the ease of creating a write-able surface BlikBlakBlock board game that doubles up as a print record to re-trace moves made.

[0075] Description:

[0076] This invention illustrates a mathematical board game apparatus, which combines strategies with simple addition. Blic Blac Block provides a game that tests the brainpower of the child, trains their addition skills and at the same time allows them to have fun.

[0077] In order that the principle of invention may be readily understood, I have disclosed a single embodiment thereof in the accompanying drawing, wherein

[0078] FIG. B1 shows the plan view of the whole playing board that consists of all the apparatus required for the game. The playing board is a grid board with 17 by 17 grid tiles. All the outer most grid tiles contain the game apparatus required during the game which would be elaborated further later. The central 16 by 16 grid tiles would be the area where the game can be played. This central area is bounded by different color to adjust the size of the playing board thus allowing for variations in level (difficulty of the game).

[0079] FIG. B2 is a view of the set of numerals each player will be in control of. The whole set of numerals consists of 2 sets of 1 to 6 where each numeral can only be used once during each set of game.

[0080] FIG. B3 shows one of the corners of the board. The tokens labeled 9 to 11 will be placed faced down and be drawn by each player to determine the target sum for he/her. The target sum drawn would then be placed in the space at the center of the two sets of numbers (FIG. B5).

[0081] FIG. B4 shows another corner of the board that consists of tokens labeled 3 to 5 as starter tiles. These tokens may be used at the beginning of each game to decide the starting center number.

[0082] To play the game, 2 to 4 players are required. Each player has two sets of tiles and each tile bears a numerical symbol from 1 to 6. First, each player will draw his/her target sum from one pile of numerical tiles bearing 9, 10, 10 and 11. They will then draw or take turns to decide the board's center starting number (3, 4 or 5).

[0083] During each turn, each player can only use one or two of their numerals to interlock with one or more existing numbers on the board to form 1 string of numeral whose sum is equals to his/her targeted sum (only vertical and horizontal additions). In the written version, used numerals are crossed out. For written version, players should try to use different color pens. The absence of tiles bearing the addition and equals symbol from this enable equations to be made in a relatively confined space and thus the game occupies less space. The players will play alternatively, linearly arranging the game pieces on the play board provided or on any surface utilizing the game pieces.

[0084] The length of the game varies. The first player to finish using all his/her numeral is the winner. A player is out of the game once he/she has been blocked from using all her/his numerals. On the event when all the players are blocked and unable to complete the game, the player with the least numerals remaining wins the game.

[0085] A learning concept target is provided by the present invention in that each player repeatedly practices adding up tiles to a target sum of 9, 10 or 11.

[0086] Having thus described one illustrative embodiment of the invention, it is to be understood that although specific terms are employed, they are used in a generic and descriptive sense and not for the purpose of limitation, the scope of the invention being set forth in the following claims.

[0087] Aspects:

[0088] 1. A game board consisting of a playing field a plurality of components all fitted on it, providing instant start-up. This function is characterized by the convenience it brings to users, saving much of their precious time that would otherwise be spent on preparation. Such components in their broadest context include:

[0089] a) The target sum tiles at the corner of the board for use to decide the target count for each player

[0090] b) The starter tiles at the other corner for use to decide the starting center number.

[0091] c) The score dials that permits each player to keep track of his/her score

[0092] d) The dial that is used to take note of the number of sets of games played.

[0093] e) The built-in tiles that bring extra convenience for the player.

[0094] f) The grid board that allows for variation in the level of difficulty being played by allowing a variety of sizes for board whereby each size is bounded by a different color.

[0095] g) In further embodiments, marked areas on the playing board may be provided in order to allow bonus or premium points to be obtained.

[0096] h) The feature that players can block each other's path by using numerals or even blank tiles.

[0097] 2. In alternative arrangements, the game may be placed on an unmarked playing surface such as a table, floor etc

[0098] 3. Game apparatus that exists as flat tiles in a pluck- and play organizer. This function is again user friendly. The tokens are adapted to be removed and inserted into their slots easily. The pluck-and-play organizer permits the user to play and keep the tokens in a neat and more orderly manner. It is thus less time consuming during pack-up.

[0099] 4. The variation in tile alignment. The tiles can exist as a) uniform jigsaw shapes such that the tiles can interlock in a jigsaw puzzle manner b) plain rectangle such as that of playing cards c) polygons where the tiles would be aligned side to side.

[0100] 5. The tiles may be made of wood, cardboard or any other suitable material.

[0101] The foregoing is considered as illustrative only of the principles of the invention. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction and operation shown and described accordingly. All suitable modifications and equivalents may be resorted to falling within the scope of the invention, for example using the apparatus to play chess.

[0102] End of (B) Game

[0103] (C) Bornwinner! Board Game

[0104] Background:

[0105] This invention relates to board game apparatus that includes tokens holder-organizer that facilitates instant start-up when getting into the game and remaining organized and in control of the tokens movement throughout the game.

[0106] The layout and rules are intended to provide a game that exposes kids to basic arithmetic skills, strategic thinking and also able to provide fun and excitement.

[0107]FIG. 1 is a plan view of the playing board containing 35 boxes and a column of 6 choices.

[0108] Description:

[0109] In order that the principle of the invention may be readily understood, I have disclosed a single embodiment thereof in the accompanying drawings, wherein

[0110] FIG. C1 is a plan view of the playing board containing 35 boxes and a column of 6 choices. The board is carried in the holder as shown and serves to provide the game a quick start-up.

[0111] FIG. C2 is a view of a typical player's tokens stored in a holder-organizer.

[0112] FIG. C2 a is a view of the counter that is used to track each player's position on the playing board. The various colors of the tokens also have differentiating characteristic, differentiating one player from another.

[0113] FIG. C2 b is a view of the money used in denominations of 1, 2, 5 dollars.

[0114] FIG. C2 c is a view of the tokens used to represent 1, 2 and 3 arrows. The arrows are used for betting in challenge arena and also for the successful activation of Avalanche.

[0115] FIG. C2 d shows the token used to represent the flying carpet. It is useful for the evasion of snake, slippery slope and pirates. It can be placed in any boxes at any time. Riding is optional. If taken, the player can fly 1 to 15 steps forward or backward but it cannot pass box 35. Each player can only fly once per playing turn and used carpet is to be returned to the banker instantly.

[0116] FIG. C2 e is the view of the snake. Snake affects any player. Tokens can be placed in any box at any time. Any player, including owner, has to go to any one of the two doctors' boxes, unless a shield or a carpet is used. Snake token remains in the box if a player flies off in a carpet. However the snake token is to be returned to the banker instantly once a player goes to the doctor or when the shield is used.

[0117] FIG. C2 f is the view of the avalanche trigger. This token allows one to delay another player's advance by sending all players back to the shelter at “0” position. To successfully activate Avalanche, these conditions have to be met: (a) minimum sum of 5 arrows in the pool. (b) pool's total arrow count should be odd number (c) No communication among players. Regardless of outcome, all arrows in the pool are to be returned to the banker after bid.

[0118] FIG. C2 g shows the “call wait” token. This token enables a player to stop play temporary in order to activate an event before the next player throws his dice.

[0119] The banker, in FIG. C3, shows a different set of tokens stored in an organizer.

[0120] FIG. C3 a represents the 4 flat dice that are used to determine the extent of the moves of the player along the path.

[0121] FIG. C3 b is a view of the money used in denominations of 1, 2, 5,10, 20, 50 and 100 dollars.

[0122] FIG. C3 c shows the view of the tokens used to represent 1, 2 and 3 laps that are issued to each player upon the completion of each lap.

[0123] FIG. C3 d is the view of the boat and shield. Player using boat does not have to be penalized when landed in the swamp. A boat can be purchased either when the player is in the market or bid directly from other player(s). A used boat is returned to the market only after a trapped player moves out of the swamp. Rule of purchase and re-use for the shield is similar to that of the boat but the shield is used to defeat the snake.

[0124] FIG. C3 e is the view of the lucky tokens which would be drawn by the player when he/she enters the ‘lucky?’ box.

[0125] All tokens shown from FIG. C2 to C3 possess the characteristic of being able to be plucked and play as shown in FIG. C4, serving to bring much convenience to users.

[0126] This game requires 2 to 4 players. Each player will be represented by 1 colour. The player who earns the most dollar money wins the game. In time of a tie, the player with the most number of arrows wins the game. Each player starts with box ‘0’ and move in accordance with the throw of the flat dice. Number of steps taken after each throw would be the sum of the 4 numbers facing upwards. If a sum of 0 is obtained, the player would be required to re-throw the dice. However if the result is the same, the dice throw would be taken to be 1 and the game proceeds. The player will play to the instruction as stated in the box.

[0127] Box 1 is the gate box. Any player will get to earn 10 dollars for every 1 lap completed. During the final lap completion, the first, second, third and fourth player will be awarded with 30, 20 and 10 each respectively.

[0128] When stepped into an option box, (box 3,5, 20) the player would be given the option to either proceed on with the game or exercise the option. Do take note that for each option there would be a trade-off involved.

[0129] Three of the boxes are labeled “choice”. Any player that steps into any of these three boxes is required to throw only flat dice1, 2 and 3. The player would be given two options in a box indicated by the dice throw.

[0130] The player that steps into shadow lap (box 5) gets the option to shadow one other player for one complete round. Shadowing starts when the Shadowee (also known as the Leader) passes box 5 and ends when the Shadowee (or Leader) passes box 5 again. Shadower (also known as the Follower) shall stay in the Shadow waiting area and not participate in the game throughout the shadowing lap. However he will gain or lose in parallel to the Shadowee's, (or Leader's) in terms of lap tokens and dollars. Shadower (Follower) transacts with the Banker directly for the same lose or gain made by the Shadowee (Leader). The starting position for the Shadower (Follower) would be the box the Shadowee (Leader) lands after it passes box 5 again.

[0131] The slippery slope zone (boxes 6-10) tends to stretch the patience of players. The player is required to move forward for half of the dice count and move backward for every 1 remainder unit. For example, if the dice count is:

[0132] ½=0 remainder 1: move back 1 step

[0133] {fraction (2/2)}=1 remainder 0: move forward 1 step

[0134] {fraction (3/2)}=1 remainder 1: no movement . . . and so on

[0135] In the challenge arena (boxes 11-12 and boxes 29-31), challenge begins when more than one player enters the same arena. The last player that enters will decide the bet amount. Place arrows face down when ready for the bid. The player with the highest arrows, win the money and all arrows will be returned to the bank. If it's a draw on arrow count, players are allowed to bid again At the third attempt, if it is still a draw, all the pool's bet money and arrows will go to the banker and the game continues.

[0136] When a player steps into the market, (boxes 13, 21-22, 28) he would be allowed to purchase a boat or a shield at the price as stated in the box.

[0137] In the “Lucky?” boxes (box 14), the player gets to try his/her luck. He/she would be asked to pick 1 token from 2 lucky? tokens that are placed face-down by the other players. He/she will then pay or gain the amount stated on the token picked.

[0138] Snake tokens and on-board snake (boxes 15 and 32) affect any player. The Triple Limbo (box 17) allows players to take steps given by three times the dice count (using only flat dice 1.2 and 3)

[0139] Similar to Triple Limbo, Tidal waves (boxes 35-35) allow the player to take steps given by two times the dice count. However in this case, all 4 flat dice are to be used.

[0140] The length of the game, of course, varies. Players decide at the beginning of the game, the number of laps for the game (the minimum being three). After the first player completes the last lap, the rest of the players would each be given one last chance to throw the dice and make their last move. The game would then considered finished.

[0141] The present invention provides a mathematical learning tool in that each box is labeled with a numeral and several dice are used which must be added together. These dice may be flat dice, cube dice or digital dice. For example, a player in box “28” throws a set of dice showing “1”, “2”, and “4”. The player could add 2 to 28 for a total of 30, and then the remaining values of “1” and “4” are added together to equal 5 so as to locate box “35” as the destination for the player.

[0142] Having thus described one illustrative embodiment of the invention, it is to be understood that although specific terms are employed, they are used in a generic and descriptive sense and not for the purpose of limitation, the scope of the invention being set forth in the following claims.

[0143] Aspects:

[0144] 1. A game board comprising of the playing field and a plurality of components all arranged in flat panels thus providing the convenience of a hardcover book packaging and an instant start-up. When opened up, all panels are able to spread out flat on the surface. Such panel-components in their broadest context includes: the game board and tokens representing counter, flat dice, money, flying carpet, snake, avalanche trigger, call wait, boat and shield.

[0145] 2. Game apparatus that are carried around as flat tokens in a pluck-and-play organizer. The tokens are adapted to be removed and inserted into their slots easily. This function is again user friendly. The pluck-and-play organizer permits the user to keep track and arrange the tokens in a neat and orderly manner during the game. It is also less time consuming during the pack up.

[0146] 3. Due to the feature as mentioned in claim 1 and 2, thus it becomes practical to select a case dressing for the hardboard game-book by the using readily available standardize A4-size document holder/plastic box folder. The compactness of the apparatus and the durability of the plastic holder used allow the game to be carried around easily.

[0147] 4. The ability granted to the player to influence the layout. The layout can be modified with the addition of snakes, which involves laying traps for other players. It can also be modified by inserting more opportunities for oneself through the addition of flying carpets during the course of the game.

[0148] 5. The Choice component of the game, where nearly decision made by the player involves a trade-off, sending the player into a dilemma. Thus every consideration throughout the game involves careful weighing of pros and cons.

[0149] 6. The 4 flat dice used during the game that brings about repetitive sums in a fun way.

[0150] 7. The idea of an Avalanche token in the game that serves to delay another player's advance by sending all players back to the shelter at “0” position.

[0151] 8. The “Shadowing lap” on the game board that gives the player the option to trail the fortune of one other player for one lap.

[0152] 9. The arithmetic sums involving division, multiplication, addition and subtraction during the course of the game, merging play with work.

[0153] 10. The bidding process players are required to participate teach players the importance of careful use of scarce resources to meet present and future need.

[0154] 11. Certificate for the winning player (FIG. C5)

[0155] 12. Reflection cards on Goal Planning and planning to win

[0156] 13. An graphic-index method of displaying the rules for the game (FIG. C6)

[0157] 14. The tiles may be made of wood, cardboard or any other suitable material.

[0158] 15. The boards can be placed panel-to-panel. This allows for compact stacking and shipment savings.

[0159] 16. The built-in advertisement space on the board game and/or the back cover of the game.

[0160] The foregoing is considered as illustrative only of the principles of the invention. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction and operation shown and described accordingly. All suitable modifications and equivalents may be resorted to falling within the scope of the invention. 

What is claimed is:
 1. Apparatus for a mathematical game between a coder and a hacker, the game comprising: a first field configurable to display a secret code therein, said secret code having at least two objects each selectively configurable to at least two positions; concealment means for selectively concealing the secret code in the first field from the hacker; a second field selectively configurable to display a clue therein, the clue providing a representation of the secret code; a third field selectively configurable to display a series of attempts at object selection and arrangement by the hacker so as to match the secret code selectively hidden by the concealment means from the hacker; and a fourth field configurable to display feedback information related to each one of the series of attempts at object selection and arrangement by the hacker, the feedback information comprising a first representation of the objects correctly selected by the hacker for each one of the series of attempts at object selection and arrangement, and a second representation of the objects correctly arranged by the hacker for each one of the series of attempts at object selection and arrangement.
 2. A method of playing a mathematical game between a coder and a hacker, the method comprising: selecting a secret code having at least two objects each selectively configurable to at least two positions, wherein the coder configures a first field to display the secret code therein; concealing the secret code displayed in the first field from the view of the hacker; displaying a clue in a second field, the clue providing a representation of the secret code, and the second field being displayed to the hacker; selecting a given number of objects in each one of a series of attempts to match the secret code concealed from the view of the hacker, wherein the hacker selects the objects based on the clue in the second field; arranging the objects selected in each one of the series of attempts to match the secret code concealed from the view of the hacker, wherein the hacker arranges the objects; and providing feedback information related to each one of the series of attempts to match the secret code, the feedback information including a first representation of the objects correctly selected by the hacker for each one of the series of attempts, and the feedback information including a second representation of the objects correctly arranged by the hacker for each one of the series of attempts.
 3. Apparatus for a mathematical game for at least two players, the mathematical game apparatus comprising: a playing board having a plurality of cells defined thereon, the plurality of cells forming a grid comprising columns of cells and rows of cells; a set of numeric representations for each one of the at least two players, wherein an individual one from the set of numeric representations is selectively configurable to an individual one of the plurality of cells; a first region of the playing board including a first portion of cells within the plurality of cells, the first region defining a playing area, and the first region having a starter cell disposed therein; a second region of the playing board including a second portion of cells within the plurality of cells, the second region being configured to illustrate the set of numeric representations remaining for each one of the at least two players, wherein each one of the numeric representations in the second region is selectively positionable to one of the plurality of cells within the first portion of cells; first selection means for choosing a target sum for each one of the at least two players; and second selection means for choosing a starter numeric representation for entry into the starter cell disposed in the first region; wherein each of the at least two players in turn enter at least one of the numeric representations from the set of numeric representations remaining for that one of the at least two players into the first region of the playing board so as to provide the target sum for that one of the at least two players along one of an adjacent column of cells and an adjacent row of cells.
 4. A method of playing a mathematical game by at least two players, the method comprising: choosing a target sum for each of the at least two players; choosing a starter numeric representation for a starter cell disposed within a first region of a playing board; selectively inserting from a set of numeric representations for one of the at least two players at least one of the numeric representations from a second region of the playing board into the first region, the at least one numeric representation being inserted adjacent to a used cell already having one of the numeric representations therein so as to provide the target sum for that one of the at least two players along one of an adjacent column of cells and an adjacent row of cells; and continuing to selectively insert numeric representations by each of the at least two players in turn until at least one of the set of numeric representations for one of the at least two players is empty and the set of numeric representations for one of the at least two players has no remaining numeric representations which will provide the target sum, wherein the one of the at least two players having the fewest remaining numeric values from the set of numeric values wins.
 5. Apparatus for a mathematical game played by at least two players, the apparatus comprising: a playing board having a continuous pathway formed by a plurality of boxes, the continuous pathway having a gate box disposed in one of the plurality of boxes; a plurality of markers having unique characteristics with respect to one another, each one of the plurality of markers representing one of the at least two players, respectively, the markers being selectively moved from one of the plurality of boxes to another one of the plurality of boxes on the playing board; selection means for selecting a given number from a range, wherein the given number is used to determine how many boxes a given one of the plurality of markers is moved forward in the continuous pathway; value means for representing resources of the at least two players; a zone including at least one of the plurality of boxes on the continuous pathway of the playing board, the zone being configured to permit movement of one of the plurality of markers according to a computed value based on the selection means and a pre-determined mathematical function; a choice box configured in one of the plurality of boxes on the continuous pathway, the choice box having given sets of situations requiring a decision, wherein the given one of at least two players entering the choice box receives one of the given sets of situations based on the given number of the selection means corresponding to the given set of situations; a shadow lap box configured in one of the plurality of boxes on the continuous pathway, wherein the given one of the at least two players entering the shadow lap box is given an opportunity to select another one of the at least two players and receive the same consequences in terms of changes in the value means as the another one for a single lap around the continuous pathway of the boxes; and a challenge arena including at least one of the plurality of boxes on the continuous pathway of the playing board, the challenge arena being configured to allow two of the at least two players in the challenge arena to engage with one another so as to compete for the value means possessed by the other one.
 6. A method for playing a mathematical game, the method comprising: providing a playing board having a continuous pathway formed by a plurality of boxes, the playing board having a gate box disposed within the continuous pathway of the plurality of boxes; placing unique markers for each of at least two players in the gate box; determining how many boxes a given one of the plurality of markers is moved forward in the continuous pathway, wherein the determination is made by selection means; and carrying out a specific task at the another one of the boxes by the one of the unique markers, the specific task involving use of value means representing resources of each of the at least two players, wherein the specific task boxes comprise: a zone including at least one box on the continuous pathway of the playing board, the zone being configured to permit movement of one of the plurality of markers according to a computed value based on the selection means and a pre-determined mathematical function; a choice box configured in one of the plurality of boxes on the continuous pathway, the choice box having given sets of situations requiring a decision, wherein the given one of at least two players entering the choice box receives one of the given sets of situations based on the given number of the selection means corresponding to the given set of situations; a shadow lap box configured in one of the plurality of boxes on the continuous pathway, wherein the given one of the at least two players entering the shadow lap box is given an opportunity to select another one of the at least two players and receive the same consequences in the terms of changes in value means as the another one for a single lap around the continuous pathway of the boxes; and a challenge arena including at least one of the plurality of boxes on the continuous pathway of the playing board, the challenge arena being configured to allow two of the at least two players in the challenge arena to engage with one another so as to compete for the value means possessed by of the other one. 